Axis & Allies Global 1940 House Rules Expansion


  • Good morning from the USA to all. Have a general question. Has anybody been able to use the Operation Felix-Heinrich during a game? If so, any tips on how to do so?? I would love to use it since in my games Gibraltar always has a special importance for both Axis and Allies so much so that it is usually the reason why somebody decides to attack the Neutrals if that ever happens. But it seems as if by the time you capture Smolensk, Bryansk, Western Ukraine. Germany got into that position by pushing strong on the Eastern Front which means that US/UK have made some advances either thru the Med or into France and in either case Germany doesn’t have a spare 6 infantry/4 panzers to execute OFH anyways.

    Which then leads me to believe that OFH is only possible when facing an inferior Allied opponent. I suppose it could be possible if the Allied game plan was full KJF. But if that is the case, then is Gibraltar really so important as to want to pursue activating OFH? Anyway, for what it’s worth it seems like a really cool thing to pull off but I just never see it being a viable strategy in an actual HRE game against a worthy Allied opponent. Would love to be wrong about this.

  • 2024 '23 '22 '21

    Hi @Trout

    We have launched Operation Felix-Heinrich in multiple games.

    The operation is usually launched after the German Take Over Of Italy.

    The operation opens up a possibility for Germany to capture Gibraltar - and to push the Western Front further away from homeland Germany.

    At the time when Operation Felix-Heinrich can be launched, the German Army is fighting deep inside the Soviet Union.
    Depending on the overall situation Operation Felix-Heinrich might be the last Strategic Offensive that Germany should launch in order to get the upper hand - capture Gibraltar - and seal off the Med.

    In each game when Operation Felix-Heinrich was launched, the Axis won the War.


  • @The-Captain

    Hi Captain

    To clarify on Tank Destroyers. Soviets roll up to 3 dice like a AAgun against planes but if it’s part of a soviet Corps it’d roll two dice for each target.

    So two Panzers attack, SSR TD fires 1 dice at each. If in a Corps, fires two dice at each.

    If 4 Panzers attack, TD fires one die at 3 Panzers each. If in Corps it’d fire two dice at the 3 Panzers each. The 4th is not targeted.

    Is that correct ?

    Thanks

  • 2024 '23 '22 '21 '20 '19 '18

    @The-Captain

    Hi Captain

    Anothher one. I thought I’ve asked this but can’t remember and I just looked through the rules again but can the 10 dudes inside a AG interact with units outside of it ?

    I know Armies and Corps can’t but not sure about the AG. If I have Artillery outside of the AG and PanzerGrenadiers inside as part of the 10 land units, can the Arty support them ?

    Thanks


  • @The-Captain

    Heh heh hope I’m not bugging :)

    So Germany took over Italy and USA took S Italy. G Waffen Paras then attacked and took S Italy.

    Is that legal since Italy is out of the war ? The para attack on Rome ?

    Thanks


  • @barnee

    Concerning Tank Destroyer units, Armies and Waffen-SS Paratrooper units:

    1. A Soviet Tank Destroyer unit that is part of a Soviet Army Corps - and is positioned at the 2 Dice symbol - can roll a maximum of 6 dice against these enemy units:
    • Any type of Tank/Panzer unit
    • Mechanized Infantry unit
    • Tank Destroyer unit
    • Panzergrenadier unit
    1. Units inside an Army cannot interact with units outside that Army.

    2. Paratrooper units and Waffen-SS Paratrooper units cannot attack these cities (territories) from the air:

    • Berlin (Germany)
    • Moscow (Russia)
    • London (United Kingdom)
    • Tokyo (Japan)
    • Washington (Eastern United States)
    • Rome (Southern Italy)

  • @The-Captain Thanks for the reply. That makes sense. I can see where if Germany is having enough success with Barbarossa to hold those three territories and then capture Gibraltar too, that would be extremely difficult for the Allies to overcome. The two extra IPC’s from Spain joining the Axis is not unwelcome either.


  • Hey Captain. Have you ever thought about creating an HRE variant for Tech? Tech OOB is rarely used, I don’t use it either. And alot of the HRE additional units overlap with some of the Tech. Biggest example of course is the Super Sub tech for G is already covered with the U-Boat special rule. Anyway, just a thought. I don’t even have specific suggestions for what those could be. But as it stands, all of us just ignore tech and never use it. Whether we play OOB or HRE

  • 2024 '23 '22 '21

    Hi Trout,

    Concerning Weapons Developement (aka Technological Breakthrough), we considered several options during the developement of the G40 HRE.

    These were some of our considerations:

    1. Each dice roll costs 10 IPC. For each “6” you get a Technological Breakthrough. For each Technological Breakthrough roll one dice to determine which unit or rule your Nation gets.

    2. Same as above - but Weapons Developement may not begin until Early 1943.

    3. Same as above (1 + 2) but each dice roll costs 5 IPC.

    To simplify the issue concerning Weapons Developement rules we just kept them as they are in the OOB - but Weapons Developement cannot begin until Early 1943.
    The reason is that according to History, by Early 1943 all major Powers - especially Germany, United States and the Soviet Union - went All In with Weapons Developement in order to get the Upper Hand.

    Instead of changing the OOB Weapons Developement rules further, we decided to give each Nation access to the weapons that they already developed and produced during the War.
    In the G40 HRE these weapons are now purchasable for the Nation that produced them - and in the numbers that they were produced (as Historically accurate as game play allows).

    The Historical Timeline is (as Historically accurate as game play allows) kept in the G40 HRE concerning these specialized weapons that each Nation can purchase.

    Our game experience shows that most players do not use the Weapons Developement.

    The explanations might be:

    • The IPC are more needed for units production rather than research.
    • Since most Nations can purchase specialized units - such as Super Heavy Battleship units, Heavy Bomber units, German U-Boat units & Wolf Pack rule etc. the OOB Weapons Developement are redundant.
    • Winning Conditions: the G40 HRE Winning Conditions are more flexible than the OOB version - hence the absence of interest in Weapons Developement.

  • This may be the opportune time to ask - regarding the expansion rules in TripleA, is there a guide on how to execute the rules via shortcut keys or click combinations - or is it simply a matter of knowing the rules and using the edit mode where necessary?

    The specific one giving me trouble are games that include paratroopers (or in yhe case of the Zombieland map, bombers as air transport.)

    Many thanks in advance for any guidance or links to the right source of information!


  • @The-Captain Got it - thanks. I agree that HRE kind of does tech already thru things like Waffen units, U-Boats, Heavy Bombers, Banzai, and Japanese Destroyers so in some ways you have already addressed tech inherently in the current version of HRE.

  • 2024 '23 '22 '21 '20 '19 '18

    Hi @SeaYa

    For Global 40 Expansion there are extensive Game Notes explaining how triple works and when/how to use edit when needed. They’re under the Help tab.

    I’m not familiar with Zombies but just in general for triplea, you need to know the game rules and then use edit as needed.

    One of the things to know are that you can only use edit to move during NCM and CM. It won’t work otherwise. You can also fight battles in edit and manually select the casualties as you would in person.

    You might want to read the Game Notes for EXP as it will explain how edit works for a lot of situations, regardless if you’re interested in the game itself.


  • @barnee - That is much appreciated my friend! I was afraid I was missing some features as I play it offline after having loaded the install files from my mobile device manually.

    I see now why folks suggest playing table top first to learn the rules before stepping through it on TripleA.

    Thanks again!

  • 2024 '23 '22 '21 '20 '19 '18

    Seeing a Bomber on a Carrier throws me off a bit. It’s our first game with Heavy Carrier though.

    Messed my brain all up with the extra range lol

    Edit
    I keep thinking “oh no I gotta land the Bmbr or it’ll crash in the ocean”

    lol


  • @barnee

    The Heavy Aircraft Carrier unit is extremely usefull in order to protect friendly Transport units - as well as strengthening a Naval Task Force in order to threaten enemy Transport units.


  • Good evening in the New World/Good morning in the Old to all. Have a Type XXI clarification question. I have not played many games where they are making an impact but have one now. I know that they have a hit-and-run capability where they can withdraw after one round of combat and the victims cannot fire back. My question is if they clear the SZ on the first round but wish to withdraw afterwards for strategic board positioning reasons is that okay? I would think so but want to confirm with the HRE community. Thanks.

  • 2024 '23 '22 '21 '20 '19 '18

    @Trout

    My understanding is that they follow OOB rules. So they withdraw one space to a SZ they came from.

  • 2024 '23 '22 '21 '20 '19 '18

    @The-Captain

    Hi Captain

    Elite Tank goes by oob rules
    An Elite Tank unit operates under Tank unit rules

    It seems obvious but just to clarify, it negates the oob Tank boosting Tac to A4 as in this case the Tac is boosting the Elite Tank.

    Thanks

  • 2024 '23 '22 '21 '20 '19 '18

    @The-Captain

    If a U-boat is in a SubPen and it moves out and attacks in that same SZ and then survives any counterattack, it could then move back into the pen.

    Correct ?

  • 2024 '23 '22 '21

    @Trout

    German U-Boat units and Type XXI U-Boat units follow the OOB Submarine rules for combat and movement, unless otherwise mentioned in the HRE rulebook.

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